﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace Sublimation
{
    public class Explosion : GameObject
    {
        // the animation
        protected AnimatedSprite.AnimatedTexture textureAnimator;

        //TODO: explosion sound

        // the size of a explosion frame
        private const float SPRITE_SCALE_TO_ONE = 20;

        public Explosion(WorldProperties worldProperties, GameObject parent, float scaleOfExplosion)
            : base(worldProperties)
        {
            // dont store the parent so it gets garbage collected

            // make sure it loads and draws
            DrawOrder = parent.DrawOrder;
            UpdateOrder = parent.UpdateOrder;
            Visible = true;
            Enabled = true;

            this.boundingRectangle = new Rectangle(0, 0, 1, 1);
            Origin = new Vector2(10, 10);
            this.Scale = 1.0f / SPRITE_SCALE_TO_ONE;
            ScaleWithinObject(parent, scaleOfExplosion);
            CentreOnObject(parent);
            AlignOriginWithObject(parent);
            this.Rotation = parent.Rotation;
            this.Velocity = Vector2.Zero;
            
            LoadContent();
        }

        private const int NUMBER_OF_FRAMES_TO_PLAY = 5;
        private const int FRAMES_PER_SECOND = 10;
        public override void Update(GameTime gameTime)
        {
            base.Update(gameTime);

            // is the animation done?
            if (textureAnimator.FramesUpdated > NUMBER_OF_FRAMES_TO_PLAY)
            {
                Kill();
                return;
            }

            // update the animation
            textureAnimator.UpdateFrame((float)gameTime.ElapsedGameTime.TotalSeconds);
        }

        public override void Draw(GameTime gameTime)
        {
            if (textureAnimator.FramesUpdated > NUMBER_OF_FRAMES_TO_PLAY) return;
            //base.Draw(gameTime);

            spriteBatch.Begin();
            textureAnimator.DrawFrame(spriteBatch, Position);
            spriteBatch.End();
        }

        protected override void LoadContent()
        {
            base.LoadContent();

            textureAnimator = new AnimatedSprite.AnimatedTexture(Origin, Rotation, Scale, 1.0f);
            textureAnimator.Load(Game.Content, "Sprites\\explosion", 5, FRAMES_PER_SECOND);
        }
    }
}
